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    posted a message on How to modify one behavior to have different effects at each building?

    Hello,

     

    i am doing an extension mod MultiVoid dependency. I want to change chrono boost, so it has different duration when casted at each building. I checked behaviors and know some of very basics. But there are soo many options! It is not easy to find how to do, what i want to do! Perphaps trigger could modify chrono boost operating time, but i can't also find trigger for this :D

     

    I believe i found how to do part via triggers, i want to save unit to a variable so i can use it in triggers later. So i created variable and click on value/choose. Now watch this: https://imgur.com/a/QsEvPI9

    It says select unit and press alt+q, i selected unit in selection menu and pressed alt+q, yet nothing is selected under my variable...

     

    I am trying to duplicate chrono boost and create it as second ability, but i have no idea how to add actors of duplicated chrono boost to nexus so ability works in game.

     

    I already had it, but then game mixed up 2 chrono boost behaviors with my 2 ablities. I reverted it and it was still mixed. Now is started from scratch and it doesn't show in game. When i am adding new ability's command card, i see only one behavior, while i have included 2 under unit - Nexus. Which is strange, as i have 2 abilities in game and behavior modifies chrono boost duration and both chrono boost in-game have different durations. I get this second behavior by duplicating Chrono Boost (energy cost) ability and checked nexus in checkboxes (when duplicating) too!

     

    So currently both abilities are working as intended. Problem is i want one chrono boost to be possible to cast only on Nexus and second for every structure. I tried to change nexus to hero - object type and then select

    under Chrono Boost target filters, hero unit, heroic required. But this make ability not possible to be casted on nexus! So i guess it is still structure, because second chrono boost, which has for target filters: structure required can be still casted.

     

    So question is how do i make it, so one is being able to be casted only on nexus and second only on structures except nexus?

     

    Thanks for help!

     

    HAHAHA solved, this took only forever :D Problem was, you had to change nexus attribute instead of object type...

     

    Problem is i didn't know what to check in editor and editor is counter intuitive. And i didn't even google how to link behaviors to abilities, or other things together :D Nothing was found! Or from my experience, google usually finds some related issue, which doesn't help to your problem. There some excellent tutorials, but these require a lot time to learn something! If i was experienced modder, i would probably know how to find what i am looking for.

     

     

    Posted in: Data
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